Problem with new pulse sound effects -1 reply

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Lennis

My first Command

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4th April 2007

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#1 11 years ago

My latest project is an attempt to create a new pulse weapon file for the B'rel in KM. I wanted to increase the shot speed and decrease the power. This task was mostly successful, except the sound I assigned to the new .py isn't working. I've been working on this issue for hours, but can't figure out why this particular sound effect doesn't work in-game. It works fine outside of BC. I've put in a different sound effect in the meantime that does work, but it's not the one I want. I've tried several different sounds. Some work, some don't - but I can find no logical reason for their not working. My sfx folder has all the sound files in place. Thanks in advance if anyone can help. The sound file is "Klingon Pulse Disruptor" (this is an already existing KM file - it isn't new) This is my new .py file (with the sound that doesn't work), if this information helps: import App ############################################################################### # Create(pTorp) # # Creates a disruptor blast. # # Args: pTorp - the "torpedo", ready to be filled-in # # Return: zero ############################################################################### def Create(pTorp): kOuterShellColor = App.TGColorA() kOuterShellColor.SetRGBA(0.172549, 1.000000, 0.172549, 1.000000) kOuterCoreColor = App.TGColorA() kOuterCoreColor.SetRGBA(0.639216, 1.000000, 0.639216, 1.000000) pTorp.CreateDisruptorModel(kOuterShellColor,kOuterCoreColor, 0.8, 0.07) pTorp.SetDamage( GetDamage() ) pTorp.SetDamageRadiusFactor(0.1) pTorp.SetGuidanceLifetime( GetGuidanceLifetime() ) pTorp.SetMaxAngularAccel( GetMaxAngularAccel() ) pTorp.SetLifetime( GetLifetime() ) # Multiplayer specific stuff. Please, if you create a new torp # type. modify the SpeciesToTorp.py file to add the new type. import Multiplayer.SpeciesToTorp pTorp.SetNetType (Multiplayer.SpeciesToTorp.PULSEDISRUPT) return(0) def GetLaunchSpeed(): return(85.0) def GetLaunchSound(): return("Klingon Pulse Disruptor") def GetPowerCost(): return(10.0) def GetName(): return("Disruptor") def GetDamage(): return 100.0 def GetGuidanceLifetime(): return 0.0 def GetMaxAngularAccel(): return 0.025 def GetLifetime(): return 8.0




Starstruck

Keeping the peace.

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24th March 2006

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#2 11 years ago

I think you need to look over it again to see if it looks like the other files, for example this is what another py file looks like

Spoiler: Show
############################################################################### # Filename: RomulanCannon.py # # Confidential and Proprietary, Copyright 2000 by Totally Games # # Script for filling in the attributes of disruptor blasts. # # Created: 8/28/01 - Evan Birkby ############################################################################### import App ############################################################################### # Create(pTorp) # # Creates a Romulan Disruptor Cannon Blast. # # Args: pTorp - the "torpedo", ready to be filled-in # # Return: zero ############################################################################### def Create(pTorp): kOuterShellColor = App.TGColorA() kOuterShellColor.SetRGBA(0.007843, 1.000000, 0.007843, 1.000000) kOuterCoreColor = App.TGColorA() kOuterCoreColor.SetRGBA(0.588235, 1.000000, 0.588235, 1.000000) pTorp.CreateDisruptorModel(kOuterShellColor,kOuterCoreColor, 0.07, 0.03) pTorp.SetDamage( GetDamage() ) pTorp.SetDamageRadiusFactor(0.2) pTorp.SetGuidanceLifetime( GetGuidanceLifetime() ) pTorp.SetMaxAngularAccel( GetMaxAngularAccel() ) pTorp.SetLifetime( GetLifetime() ) # Multiplayer specific stuff. Please, if you create a new torp # type. modify the SpeciesToTorp.py file to add the new type. import Multiplayer.SpeciesToTorp pTorp.SetNetType (Multiplayer.SpeciesToTorp.DISRUPTOR) return(0) def GetLaunchSpeed(): return(90.0) def GetLaunchSound(): return("Klingon Disruptor") def GetPowerCost(): return(10.0) def GetName(): return("Disruptor") def GetDamage(): return 350.0 def GetGuidanceLifetime(): return 0.0 def GetMaxAngularAccel(): return 0.125 def GetLifetime(): return 8.0



MScott

CGI Rendering and Animation

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20th February 2007

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#3 11 years ago

quote: "the sound I assigned to the new .py isn't working" You probably need to make a sound plugin. Your other sound that works probably has one. The folder is commonly located at:C:\Program Files\Activision\Bridge Commander\scripts\Custom\Autoload Copy one of the existing plugins and rename it something like "mynewsoundpak.py", or whatever, open it, cut and paste this over the original. ####################################################################################### # Custom Weapon Sound Plugin # # Created by MScott # # # ####################################################################################### # # import Foundation import App # # ####################################################################################### # # Foundation.SoundDef("sfx/Weapons/Klingon_Pulse_Disruptor.wav", "Klingon Pulse Disruptor", 1) # # ####################################################################################### This should do the trick. Good luck.:cool:




Lennis

My first Command

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4th April 2007

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#4 11 years ago
MScott;3687614quote: "the sound I assigned to the new .py isn't working" You probably need to make a sound plugin. Your other sound that works probably has one. The folder is commonly located at:C:\Program Files\Activision\Bridge Commander\scripts\Custom\Autoload Copy one of the existing plugins and rename it something like "mynewsoundpak.py", or whatever, open it, cut and paste this over the original. ####################################################################################### # Custom Weapon Sound Plugin # # Created by MScott # # # ####################################################################################### # # import Foundation import App # # ####################################################################################### # # Foundation.SoundDef("sfx/Weapons/Klingon_Pulse_Disruptor.wav", "Klingon Pulse Disruptor", 1) # # ####################################################################################### This should do the trick. Good luck.:cool:

Ah, I thought it might be something like this, but I didn't know the game needed more sound plugins. I assumed that all of the necessary plugins were already installed, since most of these soundfiles came with KM. Thanks for the help. I'll let you know if it works.:)




MScott

CGI Rendering and Animation

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20th February 2007

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#5 11 years ago

quote: "I assumed that all of the necessary plugins were already installed, since most of these sound files came with KM" It's quite possible, but I too have KM and KMP installed w/updates, and I could'nt find the plugin for that sound on my machine. The only three klingon weapons I currently have listed in the "projectiles" folder are; "KlingonDisruptor" "KlingonTorpAdv01" "KlingonTorpedo". This is the soundpak that comes with KM. ####################################################################################### # Custom Weapon Sound Plugin # # Created by Dragon # # # ####################################################################################### # # import Foundation import App # # ####################################################################################### # # Foundation.SoundDef("sfx/Weapons/CANeghVar2.wav", "Klingon Beam Loop", 1) Foundation.SoundDef("sfx/Weapons/CANeghVar1.wav", "Klingon Beam Start", 1) Foundation.SoundDef("sfx/Weapons/IonStorm.wav", "IonStorm", 1.0) Foundation.SoundDef("sfx/Weapons/RepulsionWave.wav", "RepulsionWave", 1.0) Foundation.SoundDef("sfx/Weapons/EnergyDissipator.wav", "EnergyDissipator", 1.0) Foundation.SoundDef("sfx/Weapons/DeathChant.wav", "DeathChant", 0.7) Foundation.SoundDef("sfx/Weapons/KlingonDisruptorBeam_a.wav", "Kvort Phaser Start", 1) Foundation.SoundDef("sfx/Weapons/KlingonDisruptorBeam_b.wav", "Kvort Phaser Loop", 1) Foundation.SoundDef("sfx/Weapons/KO_Klingon RedTorpedo.wav", "KlingonRed", 1.0) Foundation.SoundDef("sfx/Weapons/KO_Klingon GreenTorpedo.wav", "KlingonGreen", 1.0) Foundation.SoundDef("sfx/Weapons/KO_Ktinga1.wav", "Ktinga Phaser Start", 1) Foundation.SoundDef("sfx/Weapons/KO_Ktinga2.wav", "Ktinga Phaser Loop", 1) # # ####################################################################################### Let us know if this works as others may have the same problem.:cool:




Lennis

My first Command

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4th April 2007

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#6 11 years ago

Yes! That did the trick. It was a surprisingly simple fix. Now I'll have a lot less anxiety dealing with new weapons. The community really has helped me a lot these past couple months. I can't thank you guys enough. :bows: